Basic mechanical concept
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Radicalus




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PostPosted: Tue, 31st Jan 2012 12:14    Post subject: Basic mechanical concept
I'd like you guys to post your basic mechanical concept ideas here. Just the base idea, and why you think it would be good. We can fine tune it, give it flavour and all that later, what you should post here is what the gameplay would be made up of. Be as concrete as possible, but don't go in to details regarding things like story.

What we have decided thus far:
-platform: PC (windows)
-framework: XNA
-preferred programming language: C#
-it will use our own 2d engine

What I think should be priorities for applying:
-achievable in 3 months
-no, really ... achievable in 3 months, I mean it Smile
-original concept
-fun and challenging
-mechanics that can get progressively harder (as to not bore the player)
-something, that you think people would want to play
-something, that wouldn't require too many art assets (let's keep it simple)

The prime objective in this first project is to learn and to grow as a team, but I think to truly test our capability, we should also set the goal of actually making a good, desirable game (viewed from the objective perspective of a potential player, who is unrelated to us).

This thread should be dedicated to this one thing, let's keep it on topic please. Also, I think it's best if we debate all ideas, that arise, pointing out both strengths and weaknesses - with well thought out arguments.
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PumpAction
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PostPosted: Tue, 31st Jan 2012 12:39    Post subject:
2D Action beat em up, sidescrolling (could have some pseudo 3D parallax objects), a little bit of depth in the movement, something like fatal fury/battle toads but also with guns. The sprites don't need to be huge (I'd actually prefer them to be tiny like 32x64 pixel?maybe even smaller...), so that we can reduce the ammount of artwork. Btw, i can do gfx too.

Enemies could drop coins... Or sugar/sweets. (and the game could be gory too:p)

New moves /weapon unlocks, combo punches/kicks, special moves.
Maybe multiple heroes selectable?

No HD gfx, graphics should be upscaled without any filtering:D

pro:
+ wouldn't need a lot of physics, all collisions will be rectangle based. Terrain is flat.
+ can have a cheesy story.
+ oldschool
+ core mechanics should be fairly easy to implement and if time is left, more level and enemies can be added.
+ basically totally platform independent, idea would work on consoles and mobile too

Con:
- not really original

If you guys won't like this, I'll develop it anyway one day, set in the pedrobear universe Very Happy
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LeoNatan
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PostPosted: Tue, 31st Jan 2012 14:27    Post subject:
PumpAction wrote:
No HD gfx, graphics should be upscaled without any filtering:D

No. There is nothing more beautiful than 2D/2.5D in HD. And if you can create graphics, you can create them in HD. In fact, I'd argue that creating pixel art is hell of a lot more complicated than creating vector art and converting it to HD sprites and adding final touches.

I'd love to see a Metal Slug clone modernized (or not).
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PumpAction
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PostPosted: Tue, 31st Jan 2012 14:47    Post subject:
With pixel chars I'd know how to animate them. With vector chars I wouldn't have a clue how to accomplish that. Any ideas regarding this matter? Smile


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LeoNatan
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PostPosted: Tue, 31st Jan 2012 14:53    Post subject:
Well, that is why I mentioned vector graphics. Because you can create a bone structure and draw around that, and then animate the bones, with the graphics following the geometric changes (instead of drawing each animation slice separately. Animation can be done in hand.
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shole




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PostPosted: Tue, 31st Jan 2012 18:14    Post subject:
i don't think another arcade game is needed
there's so many sidescrollers and platformers already

i'd like something with a bit of emergent depth to it and having to think your way around issues

something like i suggested elsewhere, which was a turn based tactical game for a phone
but pc is fine just as well (preferably in a portable language)

or a game that is not turn based, but paused and actions advance time
doom roguelike is a good example of this (and a really great game for ssh play at work )
http://doom.chaosforge.org/
doing that with graphics would be great
levels could be infinitely generated

or an oldskool adventure game would be fun (indy, sam&max, machinarium)
that would require lots of puzzle design, but very little actual engine programming
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LeoNatan
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PostPosted: Tue, 31st Jan 2012 18:19    Post subject:
Don't aim too high, lest it turns out like a typical east-European production - overshooting and riddled with bugs. First project should be about learning the team dynamics and learning to communicate.
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garus
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PostPosted: Tue, 31st Jan 2012 18:28    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Yuri




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PostPosted: Tue, 31st Jan 2012 18:48    Post subject:
So am I right in thinking that a linear game would be the best choice for a first project?



1 and 2 are still amazing.
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garus
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PostPosted: Tue, 31st Jan 2012 19:01    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Radicalus




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PostPosted: Tue, 31st Jan 2012 19:38    Post subject:
Story's a double edged sword - for our first game, I think the benefits of not having too much of an emphasis on story outweigh the negatives. I also agree with Leo, we should keep it simple - but let's at least strive for originality.

I could see a turn based game working, to be honest.

Turn based sidescroller? Cool Face
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[sYn]
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PostPosted: Tue, 31st Jan 2012 19:44    Post subject:
ITS SO CRAZY IT JUST MIGHT WORK :O!

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garus
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PostPosted: Tue, 31st Jan 2012 19:46    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Hierofan
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PostPosted: Tue, 31st Jan 2012 20:17    Post subject:
You play as a zombie and have to infect the world.


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[sYn]
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PostPosted: Tue, 31st Jan 2012 20:49    Post subject:
Hierofan wrote:
You play as a zombie and have to infect the world.


^^ this.
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Hierofan
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PostPosted: Tue, 31st Jan 2012 21:00    Post subject:
Let me give more details, you can infect them however you want:
- throw limbs in water supply
- spit
- cough blood in water supply or food
- infect panicked people at ... i dunno, gates, quarentined area roadblocks, etc etc
and it all depends if you manage to infect people since the zombie you'll play as and instead of life you can loose composure, like loosing limbs trying to infect others, and certain vital bits like legs that will make you slower, no hands means you're vulnerable to attack, etc, you get the idea.
Say you want to infect a solider or something like that, you can eventually get to him somehow and manage to infect the fucker, you can use his guns and slow other down and infect them, since he's soldier it means he's harder to kill, limbs can infect more people, etc.
You could also infect animals and continue with or as them


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Neon
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PostPosted: Tue, 31st Jan 2012 21:10    Post subject:
Basically Stubbs The Zombie in 2D?
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Hierofan
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PostPosted: Tue, 31st Jan 2012 21:11    Post subject:
Neon wrote:
Basically Stubbs The Zombie in 2D?

You could do this shit in stubbs Confused Confused

I remember controlling people with your hand, but i don't remember infecting in another way except eating their brains.

I dunno, maybe you could and i simply forgot about it, some deja vu memory, anyway, i don't think it would work that well in 2D.

The dumbest and most original thing would be if you were some newbie in the land of HFOHUMP that met various magical, mystical characters (members) and would have to fight off the ban and eventually hump the VIP Cool Face, each section having it's own level. The final level being the useless void


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garus
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PostPosted: Tue, 31st Jan 2012 21:31    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Radicalus




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PostPosted: Tue, 31st Jan 2012 21:39    Post subject:
garus wrote:
Hierofan wrote:
Let me give more details, you can infect them however you want:
- throw limbs in water supply
- spit
- cough blood in water supply or food
- infect panicked people at ... i dunno, gates, quarentined area roadblocks, etc etc
and it all depends if you manage to infect people since the zombie you'll play as and instead of life you can loose composure, like loosing limbs trying to infect others, and certain vital bits like legs that will make you slower, no hands means you're vulnerable to attack, etc, you get the idea.
Say you want to infect a solider or something like that, you can eventually get to him somehow and manage to infect the fucker, you can use his guns and slow other down and infect them, since he's soldier it means he's harder to kill, limbs can infect more people, etc.
You could also infect animals and continue with or as them


Infectonator! Top-down isometric and mad fun!


That is what popped in to my mind as well.
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Yuri




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PostPosted: Tue, 31st Jan 2012 21:40    Post subject:
garus wrote:
Are you suggesting it should have a story? :O


Nooo, I meant nothing which has too many variables which could go wrong. Basically something which can be finished in one quarter (like Radi wants).

Btw, what about a horror game? I've yet to find a horror game grounded in reality. All of them always include some supernatural elements. How about a game where you are security guard stuck with crazy inmates in a mental asylum who have escaped? For re-playability it could have a bunch of scripted random events and on each playthrough only a select few will be set into motion.

This reminds me.. anyone remember that annoying sequence in Indigo Prophecy where we control the breath of that character in a mental facility? That was something awesome spoiled by annoying controls.

But can a random event generator type game be created in this stipulated 3-4 month time frame?



1 and 2 are still amazing.


Last edited by Yuri on Tue, 31st Jan 2012 21:59; edited 1 time in total
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Radicalus




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PostPosted: Tue, 31st Jan 2012 21:43    Post subject:
Yuri, what your saying is beyond our capability right now, imho. Good idea though.
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garus
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PostPosted: Tue, 31st Jan 2012 21:49    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Radicalus




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PostPosted: Tue, 31st Jan 2012 21:56    Post subject:
garus wrote:
Radicalus wrote:
garus wrote:


Infectonator! Top-down isometric and mad fun!


That is what popped in to my mind as well.


And that is something we can actually finish. Simple concept and very addicting when done properly Smile


Hey man, I was all about top-down design and AI, you don't have to convince me to do something like that! Convince the people, who want sidescrollers! Unless it's a first person, round based sidescroller. Then I'm in. Cool Face
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garus
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PostPosted: Tue, 31st Jan 2012 21:59    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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Hierofan
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PostPosted: Tue, 31st Jan 2012 22:06    Post subject:
I want an FPS where you can shoot dildos at people, hit them in the knee and while they're screaming, you can shoot one down their throat.
Of course i want it to spawn a new franchise, with regenrating dildos, future dildos and sell different colored dildos as DLC.

Maybe i'll create a new meme:
I wanted into space, but then i took a dildo in the knee (or ass).


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Radicalus




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PostPosted: Tue, 31st Jan 2012 22:46    Post subject:
Main problem i'm contemplating right now is, that I'd like to use skeletal animation, not spritesheets, which can be done in 2d, if it is a sidescrolling type game, or if it is a top-down game. However if it's even slightly isometric top-down game, then we're back at using spritesheets - but isometric top down games look better than true top-down games.
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KillerCrocker




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PostPosted: Tue, 31st Jan 2012 22:49    Post subject:
Pixelart with skeletal animations and zombies? YAY!


3080, ps5, lg oled

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oakwind




Posts: 325

PostPosted: Tue, 31st Jan 2012 22:58    Post subject:
We don't have to worry about censorship like corporations, so lets push the bounds of good tastes. How about punching all those annoying Skyrim kids in the face. Child abuse game.

Loading screens need to have derp developer quotes:

"Game isn't balanced for lean" - MW2
"The human eye can't distinguish more than 24 fps" - recently(forgot the game)
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garus
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PostPosted: Tue, 31st Jan 2012 23:14    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:23; edited 1 time in total
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